#include <ZLinAlg.h>
Public Member Functions | |
| Quaternion () | |
| ~Quaternion () | |
| float | getX () |
| float | getY () |
| float | getZ () |
| float | getW () |
| void | setvalues (float X, float Y, float Z, float W) |
| void | setX (float X) |
| void | setY (float Y) |
| void | setZ (float Z) |
| void | setW (float W) |
| float | norm () |
| bool | normalize () |
| bool | conjugate () |
| bool | ComputeFromRotationMatrix (Column3Vector C0, Column3Vector C1, Column3Vector C2) |
| Column3Vector | RotateVector (Column3Vector P1) |
| Quaternion | operator * (Quaternion Qright) |
| Quaternion | operator/ (Quaternion Qright) |
| Quaternion & | operator= (Quaternion Qnew) |
| void | PrintSelf () |
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Constructor Class.
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Destructor Class
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Compute quaternion elements from a rotation matrix. NOTE: The matrix columns should be orthonormal. This is not verified prior to computing the quaternion.
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Get fourth element of the quaternion.
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Get first element of the quaternion.
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Get second element of the quaternion.
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Get third element of the quaternion.
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Compute the norm of the 3-vector.
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Normalize the quaternion.
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Multiply two quaternions.
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Find relative rotation between two frames represented by two quaternions. Rotation multiplied by rotation inverse.
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Method for quaternion assignment operator.
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Print the contents of the quaternion vector to the console. |
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Rotate a vector using a quaternion representation of that rotation.
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Set all the quaternion vector elements.
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Set the W element (real).
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Set the X element.
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Set the Y element.
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Set the Z element.
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1.4.6